Method of gaming, a gaming system and a game controller

ABSTRACT

A method of gaming in a gaming system. The method comprises a) generating a game outcome comprising a set plurality of symbols, b) displaying the game outcome, c) identifying the number of instances of one or more specified symbols occurring in the set of symbols, d) incrementing a cumulative count value in memory of the gaming system for each specified symbol based on instances of the specified symbols in the set of symbols, and repeating steps a to d until an evaluation condition is met and thereafter evaluating the cumulative count value for each of the one or more specified symbols to determine any award payable.

RELATED APPLICATIONS

This application claims priority to U.S. Provisional Patent Application No. 61/389,439, having a filing date of Oct. 4, 1010, incorporated herein by reference in its entirety. This application also claims priority to U.S. Provisional Patent Application No. 61/389,021, having a filing date of Oct. 1, 2010, which is also incorporated herein by reference in its entirety.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

[Not Applicable]

MICROFICHE/COPYRIGHT REFERENCE

[Not Applicable]

BACKGROUND OF THE INVENTION

The present invention relates to a method of gaming, a gaming system and a game controller.

It is known to provide a gaming system including a gaming controller arranged to randomly select symbols for display from a predetermined set of symbols and determine a game outcome based on the displayed symbols.

While such gaming systems provide players with enjoyment, a need exists for alternative gaming systems in order to maintain or increase player enjoyment.

BRIEF SUMMARY OF THE INVENTION

In a first aspect, the invention provides a method of gaming in a gaming system comprising the steps of:

a) generating a game outcome comprising a set plurality of symbols;

b) displaying the game outcome;

c) identifying the number of instances of one or more specified symbols occurring in the set of symbols;

d) incrementing a cumulative count value in memory of the gaming system for each specified symbol based on instances of the specified symbols in the set of symbols;

repeating steps a to d until an evaluation condition is met and thereafter evaluating the cumulative count value for each of the one or more specified symbols to determine any award payable.

In an embodiment, the specified symbols are a set of n specified symbols.

In an embodiment, n is 5.

In an embodiment, the evaluation condition is one or more instance of each of the n specified symbols having occurred.

In an embodiment, the one or more specified symbols are defined based on game rules.

In an embodiment, the one or more specified symbols are selected by a player of the game.

In an embodiment, the evaluation condition is based on a combination of symbols occurring in a game outcome.

In an embodiment, a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.

In an embodiment, the method further comprises the step of making any award to a player of the game.

In another aspect, the invention provides a game controller comprising:

a symbol selector adapted to select a set of a plurality of symbols for a game outcome;

a specified symbol controller adapted to identify instances of the specified symbols occurring in the set of symbols and increment cumulative count value for each specified symbol based on instances of the specified symbols in the set of symbols;

an evaluation condition monitor adapted to determine whether an evaluation condition is met; and

an award controller adapted to, in response to the evaluation condition being met, determine any award payable based on the cumulative count value for each of the one or more specified symbols.

In an embodiment, the game controller further comprises a display controller adapted to control display of game outcomes and cumulative count values of specified symbols on a display for viewing by a player of the game.

In an embodiment, the specified symbols are a set of n specified symbols.

In an embodiment, n is 5.

In an embodiment, the evaluation condition is one or more instance of each of the n specified symbols having occurred.

In an embodiment, the one or more specified symbols are defined based on game rules.

In an embodiment, the one or more specified symbols are selected by a player of the game.

In an embodiment, the evaluation condition is based on a combination of symbols occurring in a game outcome.

In an embodiment, a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.

In an embodiment, the award controller is further adapted to make an award to a player of the game.

In another aspect, the invention provides a gaming system comprising:

a game play mechanism adapted to enable a player to input game play instructions;

a symbol selector adapted to select a set of a plurality of symbols for a game outcome in response to game play instructions of a player;

a specified symbol controller adapted to identify instances of the specified symbols occurring in the set of symbols and increment cumulative count value for each specified symbol based on instances of the specified symbols in the set of symbols;

an evaluation condition monitor adapted to determine whether an evaluation condition is met; and

an award controller adapted to, in response to the evaluation condition being met, determine any award payable based on the cumulative count value for each of the one or more specified symbols;

one or more displays for display of game outcomes; and

a display controller adapted to display the cumulative count value for the specified symbols on a display for viewing by a player of the game.

In an embodiment, the specified symbols are a set of n specified symbols.

In an embodiment, n is 5.

In an embodiment, the evaluation condition is one or more instance of each of the n specified symbols having occurred.

In an embodiment, the one or more specified symbols are defined based on game rules.

In an embodiment, the one or more specified symbols are selected by a player of the game.

In an embodiment, the evaluation condition is based on a combination of symbols occurring in a game outcome.

In an embodiment, a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.

In an embodiment, the award controller is further adapted to make an award to a player of the game.

In another aspect, the invention provides computer program code which when executed implements the above method.

In another aspect, the invention provides a tangible computer readable medium comprising the computer program code.

BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS

An exemplary embodiment of the invention will now be described with reference to the accompanying drawings in which:

FIG. 1 is a block diagram of the core components of a gaming system;

FIG. 2 is a perspective view of a stand alone gaming machine;

FIG. 3 is a block diagram of the functional components of a gaming machine;

FIG. 4 is a schematic diagram of the functional components of a memory;

FIG. 5 is a schematic diagram of a network gaming system;

FIG. 6 is a further block diagram of a gaming system;

FIG. 7 is a flow chart of an embodiment;

FIG. 8 is an example of a displayed game outcome for an embodiment of the game; and

FIG. 9 is an example of information displayed to a player for an alternative embodiment of the game.

DETAILED DESCRIPTION OF THE INVENTION

Referring to the drawings, there is shown a gaming system having a game controller arranged to implement a game wherein instances of specified symbols occurring in generated game outcomes are counted and, in response to an evaluation condition being met, any award is determined based on the number of specified symbol instances counted. In some embodiments the specified symbols are specified by the game controller based on game rules. In other embodiments the player can specify one or more symbols.

General Construction of Gaming System

The gaming system can take a number of different forms. In a first form, a stand alone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine.

In a second form, a distributed architecture is provided wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.

However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art.

Irrespective of the form, the gaming system has several core components. At the broadest level, the core components are a player interface 50 and a game controller 60 as illustrated in FIG. 1. The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components required for the player to enter instructions to play the game and observe the game outcomes.

Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits and receive payouts, one or more displays 54, a game play mechanism 56 including one or more input devices that enable a player to input game play instructions (e.g. to place a wager), and one or more speakers 58.

The game controller 60 is in data communication with the player interface and typically includes a processor 62 that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play rules are stored as program code in a memory 64 but can also be hardwired. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server.

A gaming system in the form of a stand alone gaming machine 10 is illustrated in FIG. 2. The gaming machine 202 includes a console 12 having a display 14 on which are displayed representations of a game 16 that can be played by a player. A mid-trim 20 of the gaming machine 202 houses a bank of buttons 22 for enabling a player to interact with the gaming machine, in particular during game play. The mid-trim 20 also houses a credit input mechanism 24 which in this example includes a coin input chute 24A and a bill collector 24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. Other gaming machines may configure for ticket in such that they have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticket. A player marketing module (not shown) having a reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device. In some embodiments, the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module.

A top box 26 may carry artwork 28, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10.

The display 14 shown in FIG. 2 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 14 may be a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The top box 26 may also include a display, for example a video display unit, which may be of the same type as the display 14, or of a different type.

FIG. 3 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of FIG. 2.

The gaming machine 100 includes a game controller 101 having a processor 102 mounted on a circuit board. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.

The gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.

In the example shown in FIG. 3, a player interface 120 includes peripheral devices that communicate with the game controller 101 including one or more displays 106, a touch screen and/or buttons 107 (which provide a game play mechanism), a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted as required for the specific implementation. For example, while buttons or touch screens are typically used in gaming machines to allow a player to place a wager and initiate a play of a game any input device that enables the player to input game play instructions may be used. For example, in some gaming machines a mechanical handle is used to initiate a play of the game.

In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database. In embodiments employing a player marketing module, communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.

FIG. 4 shows a block diagram of the main components of an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere.

It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/output devices 106,107,108,109,110,111 to be provided remotely from the game controller 101.

FIG. 5 shows a gaming system 200 in accordance with an alternative embodiment. The gaming system 200 includes a network 201, which for example may be an Ethernet network. Gaming machines 202, shown arranged in three banks 203 of two gaming machines 202 in FIG. 5, are connected to the network 201. The gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10,100 shown in FIGS. 2 and 3, or may have simplified functionality depending on the requirements for implementing game play. While banks 203 of two gaming machines are illustrated in FIG. 5, banks of one, three or more gaming machines are also envisaged.

One or more displays 204 may also be connected to the network 201. For example, the displays 204 may be associated with one or more banks 203 of gaming machines. The displays 204 may be used to display representations associated with game play on the gaming machines 202, and/or used to display other representations, for example promotional or informational material.

In a thick client embodiment, game server 205 implements part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller. A database management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server 207 will be provided to perform accounting functions for the Jackpot game. A loyalty program server 212 may also be provided.

In a thin client embodiment, game server 205 implements most or all of the game played by a player using a gaming machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.

Servers are also typically provided to assist in the administration of the gaming network 200, including for example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses relating to particular games. An administrator terminal 210 is provided to allow an administrator to run the network 201 and the devices connected to the network.

The gaming system 200 may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall 211.

Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single “engine” on one server or a separate server may be provided. For example, the game server 205 could run a random generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games as required by the terminals.

Further Detail of Gaming System

A method of gaming is provided where a game outcome comprising a set of one or more symbols is generated and a number of instances of one or more specified symbols occurring in the set of symbols are identified and counted. When an evaluation condition is met an award is determined based on the counted number of instances of the one or more specified symbols. This gaming method enables players to collect or accumulate specified symbols by counting their occurrence in the generated game outcomes over a one or more outcomes and an award be made based on the number specified symbols collected.

This method can be applied as a base game or as a bonus feature for a base game being played on a gaming machine or other gaming device.

An embodiment of a gaming system for implementing the above gaming method is shown in FIG. 6. The gaming system comprises a game controller 60 having a processor 62 and memory 64, and a player interface 50 having a game play mechanism 56 and one or more displays 54.

In this embodiment the symbol collection feature is applied as a bonus feature to a base game. Base game outcomes are generated for which awards may be payable. Instances of specified symbols occurring in these game outcomes are counted and added to a total accumulated over a series of game outcomes until an evaluation condition is met. The specified symbols may be symbol which can contribute to winning symbol combinations for the base game or be symbols which cannot contribute to winning symbol combinations.

An award is determined based on the number of collected specified symbols in response to an evaluation condition being met. The evaluation condition may be based on one or more accumulated symbol count values. For example a evaluation condition may be a defined number of symbol instances having occurred and been counted. In another example the evaluation condition may be at least one instance of each of a set of specified symbols having occurred and been counted. Alternatively the evaluation condition may be based on a defined symbol or defined symbol combination occurring in a game outcome generated for the base game.

In FIG. 6, the processor 62 of game controller 60 is shown implementing a number of modules based on program code and data stored in memory 64. Persons skilled in the art will appreciate that various of the modules could be implemented in some other way, for example by a dedicated circuit.

These modules include the outcome generator 645 which operates in response to the player's operation of game play mechanism 56 to place a wager and initiate a play of the game and generates a game outcome which will then be evaluated by outcome evaluator 660. The first part of forming the game outcome is for a symbol selector 640 to select symbols from a set of symbols specified by symbol data 610 using a random number generator. The selected symbols are advised to the display controller 670 which causes them to be displayed on display 54 at a set of display positions.

One example of selecting symbols is for the symbol selector 640 to select symbols for display from a plurality of symbol sets corresponding to respective ones of a plurality of spinning reels. The symbol sets can specify a sequence of symbols for each reel such that the symbol selector 640 can select all of the symbols by selecting a stopping position in the sequence. In one example, three symbols of each of five reels may be displayed such that symbols are displayed at fifteen display positions on display 54. It is known to use a probability table stored in memory 64 to vary the odds of a particular stop position being selected. Other techniques can be used to control the odds of particular outcomes occurring to thereby control the return to player of the game.

Once the game outcome is generated a specified symbol controller 680 identifies instances of specified symbols occurring in the game outcome. Any instances of specified symbols are counted using one or more counters 625 recorded in specified symbol data 620 in memory 64. In some embodiments symbol instances may only be counted when criteria, set in game rules 630, are met. For example, criteria may include: a specified symbol occurring in a purchased pay line; a specified symbol must occur within a designated set of display positions, say corresponding to one spinning reel; symbols counted only where they occur in a winning symbol combination; symbols counted only when they do not form part of a winning symbol combination; symbols counted only from pay lines when a wager above a threshold value is paid to purchase the pay line; etc. It should be appreciated that criteria for eligibility for counting a specified symbol can vary between embodiments and many alternatives are possible. Eligibility criteria may also vary based on game rules, during the course of play. For example, criteria may be altered based on cumulative bet amounts, length of play or loyalty program status for a player. The specified symbol controller 680 can apply any eligibility criteria to determine whether or not an identified instance of a specified symbol occurring in a game outcome is counted.

The Specified symbol controller 680 can advise the display controller 670 of the status of each counter, so the display controller 670 can cause the number of instances of the one or more specified symbols to be displayed on display 54.

An evaluation condition monitor 665 is provided to determine when a evaluation condition is met. In the embodiment of FIG. 6 the evaluation condition is based on a designated symbol combination occurring in a game outcome, so the evaluation condition monitor 665 is shown as a function of the outcome evaluator 660. In alternative embodiments where the evaluation condition is based on collected symbols, the evaluation condition monitor 665 can be implemented as a function of the specified symbol controller 680. Alternatively the evaluation condition monitor 665 may be implemented as an independent module.

In response to the evaluation condition being met, the evaluation condition monitor triggers the award controller 690 to determine an award, based on the symbol counter values, which define the number of collected symbols. The award payable is based on the value of the counter for each of the specified symbols. A different amount may be allocated as payable for each symbol. For example, KING symbols having a first probability of occurring in a game outcome may be allocated a payout amount of ten credits per instance counted, and DIAMOND symbols having a higher probability of occurring in a game outcome may be allocated an award amount of two credits per instance counted. Alternatively an amount paid may be a portion of a jackpot amount, and the portion may be based on the number and type of symbols counted.

A game play process is shown in the flowchart of FIG. 7. The game play process starts with a game outcome being generated 710, for example in response to game play instructions input by a player or triggered automatically for feature game play. If any specified symbols occur in the game outcome 720, then the instances of the specified symbols are counted 730 and the respective counter incremented in memory. A display can also be updated 735 to show the incremented count for the special symbol. It can then be determined whether or not an evaluation condition is met 740.

If no specified symbols occur in the generated game outcome, the evaluation condition may still be checked 740. For example, where the evaluation condition is based on a combination of symbols occurring in a game outcome, the evaluation condition may be met in a game outcome having no specified symbols.

If the evaluation condition is not met 740, then the next game outcome is generated 710.

If the evaluation condition is met 740, then an award can be determined 750 based on the count for each of the specified symbols 750 and paid to the player 760.

In some embodiments the specified symbols are defined in game rules. A single specified symbol may be defined or a set of specified symbols may be defined. For example, a set of specified symbols may comprise 5 symbols, 10 J Q K A. However, sets of 3, 10, 15, 2, 7 etc., can also be used. The number of specified symbols in a set could be equal to the number of different symbols included in the symbol data 610 used by the symbol selector 640 for selecting a set of symbols for a game outcome 615. However, for ease of display the specified symbols will typically be a small subset of the different symbols making up the symbol data 610.

FIG. 8 shows an example of a display for an embodiment where specified symbols are defined by game rules. The display 800 shows a game outcome 810, representing three symbols of each of five spinning reels, and a set of bins 820 for displaying the specified symbols 830, 840, 850, 860, 870 and count for each specified symbol 830, 840, 850, 860, 870 showing the number of timed each specified symbol has occurred in game outcomes since the start of the symbol collection. For example, at the time the displayed game outcome is shown the six pointed star symbol 830 has occurred twice, the cross symbol 850 has occurred seven times, and the oval symbol 870 has occurred once. The mirrored diamond symbol 840 is shown “washed out” in a pale colour or outlined only as no instances of this symbol have occurred so far. The counter for the hat symbol 860 is incremented to three for this outcome as an instance 880 of the hat symbol occurs in the game outcome 810. In this embodiment the evaluation condition can be one instance of each of the specified symbols 830, 840, 850, 860, 870 being recorded. Thus once an instance of the symbol 840 occurs an award based on the count for each special symbol can be determined. Until an instance of symbol 840 occurs, instances of the other symbol will continue to be counted.

In some embodiments a player can define the specified symbols by selecting one or more symbols. The candidate symbols selectable as specified symbols may be limited to a subset of the different symbols included in the symbol data 610. For example, a player may be offered five candidate symbols from which they select one symbol which is defined as the specified symbol for the player. This can provide the player with additional interaction with the game potentially increasing player engagement and enjoyment. For example, a player can select their favourite symbol, such as a heart or a flower, watch the count for this favourite symbol accumulate and potentially receive an award. Further, enabling players to select their specified symbol can add an element of skill or a sense of involvement to the game play. The player defined specified symbol may be selected for a given number of game outcomes or fixed until an evaluation condition is met. In some embodiments graphical images or effects may also be used to visually illustrate the increasing count for a symbol, such as a flower growing or a glass filling. Such graphic enhancement may add to player enjoyment.

FIG. 9 shows an example of a display for an embodiment where specified symbols are defined by player selection. The display 900 shows a game outcome 910, representing three symbols of each of five spinning reels, and a set of bins 920 for displaying the candidate specified symbols 930, 940, 950, 960, 970 that may be selected by the player. The player is invited to select a symbol by a sign 980 overlayed the game outcome. The player's selection, in this example the hat symbol 960, is shown in solid colour and circled. The remaining symbols are “washed out” and shown in pale colours or as outlines to distinguish these from the specified symbol. After the player has selected the specified symbol 960, the game outcome 810 can be reviewed to record instances 990 of the selected symbol 960 occurring in the game outcome. For further game outcomes the instances of the special symbol 960 counted can be shown on the display. For example, above the specified symbol, imposed on the specified symbol or any other desired graphical representation of the collection of symbols.

The evaluation condition may be a given count value for the specified symbol. For example, ten instances of the specified symbol 960. The game mathematics for determining awards can be defined in a manner that makes the player's selection of symbol irrelevant to the overall return to player by balancing the symbol frequency with the reward payable for each specified symbol.

In some embodiments, for example, where the symbol collection method is applied as a bonus feature to a base game or in a series of feature game outcomes, such as a series of free spin feature game outcomes. Eligibility criteria may be applied for eligibility of a player to the bonus feature. For example, eligibility criteria may be that the player has made a certain sized wager, made an ante bet, selected all win lines, played sufficient games, a specified set of symbols occurring in a game outcome, or the player is a member of a loyalty program.

Further aspects of the method will be apparent from the above description of the system. It will be appreciated that at least part of the method will be implemented electronically, for example, digitally by a processor executing program code such as in the above description of a game controller. In this respect, in the above description certain steps are described as being carried out by a processor of a gaming system, it will be appreciated that such steps will often require a number of sub-steps to be carried out for the steps to be implemented electronically, for example due to hardware or programming limitations. For example, to carry out a step such as evaluating, determining or selecting, a processor may need to compute several values and compare those values.

As indicated above, the method may be embodied in program code. The program code could be supplied in a number of ways, for example on a tangible computer readable storage medium, such as a disc or a memory device, e.g. an EEPROM, (for example, that could replace part of memory 103) or as a data signal (for example, by transmitting it from a server). Further different parts of the program code can be executed by different devices, for example in a client server relationship. Persons skilled in the art, will appreciate that program code provides a series of instructions executable by the processor.

It will be understood to persons skilled in the art of the invention that many modifications may be made without departing from the spirit and scope of the invention, in particular it will be apparent that certain features of embodiments of the invention can be employed to form further embodiments.

It is to be understood that, if any prior art is referred to herein, such reference does not constitute an admission that the prior art forms a part of the common general knowledge in the art in any country.

In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention. 

1. A method of gaming in a gaming system comprising the steps of: a) generating a game outcome comprising a set plurality of symbols; b) displaying the game outcome; c) identifying the number of instances of one or more specified symbols occurring in the set of symbols; d) incrementing a cumulative count value in memory of the gaming system for each specified symbol based on instances of the specified symbols in the set of symbols; repeating steps a to d until an evaluation condition is met and thereafter evaluating the cumulative count value for each of the one or more specified symbols to determine any award payable.
 2. A method as claimed in claim 1, wherein the specified symbols are a set of n specified symbols.
 3. A method as claimed in claim 2, wherein n is
 5. 4. A method as claimed in claim 2, wherein the evaluation condition is one or more instance of each of the n specified symbols having occurred.
 5. A method as claimed in claim 1, wherein the one or more specified symbols are defined based on game rules.
 6. A method as claimed in claim 1, wherein the one or more specified symbols are selected by a player of the game.
 7. A method as claimed in claim 1, wherein the evaluation condition is based on a combination of symbols occurring in a game outcome.
 8. A method as claimed in claim 1 wherein a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.
 9. A method as claimed in claim 1 further comprising the step of making any award to a player of the game.
 10. A game controller comprising: a symbol selector adapted to select a set of a plurality of symbols for a game outcome; a specified symbol controller adapted to identify instances of the specified symbols occurring in the set of symbols and increment cumulative count value for each specified symbol based on instances of the specified symbols in the set of symbols; an evaluation condition monitor adapted to determine whether an evaluation condition is met; and an award controller adapted to, in response to the evaluation condition being met, determine any award payable based on the cumulative count value for each of the one or more specified symbols.
 11. A game controller as claimed in claim 10 further comprising a display controller adapted to control display of game outcomes and cumulative count values of specified symbols on a display for viewing by a player of the game.
 12. A game controller as claimed in claim 10 wherein the specified symbols are a set of n specified symbols.
 13. A game controller as claimed in claim 12 wherein n is
 5. 14. A game controller as claimed in claim 12 wherein the evaluation condition is one or more instance of each of the n specified symbols having occurred.
 15. A game controller as claimed in claim 10, wherein the one or more specified symbols are defined based on game rules.
 16. A game controller as claimed in claim 10, wherein the one or more specified symbols are selected by a player of the game.
 17. A game controller as claimed in claim 10, wherein the evaluation condition is based on a combination of symbols occurring in a game outcome.
 18. A game controller as claimed in claim 10, wherein a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.
 19. A game controller as claimed in claim 10, wherein the award controller is further adapted to make an award to a player of the game.
 20. A gaming system comprising: a game play mechanism adapted to enable a player to input game play instructions; a symbol selector adapted to select a set of a plurality of symbols for a game outcome in response to game play instructions of a player; a specified symbol controller adapted to identify instances of the specified symbols occurring in the set of symbols and increment cumulative count value for each specified symbol based on instances of the specified symbols in the set of symbols; an evaluation condition monitor adapted to determine whether an evaluation condition is met; and an award controller adapted to, in response to the evaluation condition being met, determine any award payable based on the cumulative count value for each of the one or more specified symbols; one or more displays for display of game outcomes; and a display controller adapted to display the cumulative count value for the specified symbols on a display for viewing by a player of the game.
 21. A gaming system as claimed in claim 20, wherein the specified symbols are a set of n specified symbols.
 22. A gaming system as claimed in claim 21, wherein n is
 5. 23. A gaming system as claimed in claim 21 wherein the evaluation condition is one or more instance of each of the n specified symbols having occurred.
 24. A gaming system as claimed in claim 20, wherein the one or more specified symbols are defined based on game rules.
 25. A gaming system as claimed in claim 20, wherein the one or more specified symbols are selected by a player of the game.
 26. A gaming system as claimed in claim 20, wherein the evaluation condition is based on a combination of symbols occurring in a game outcome.
 27. A gaming system as claimed in claim 20, wherein a cumulative count value for a specified symbol is only incremented where an instance of the specified symbol occurs in a purchased pay line of the game outcome.
 28. A gaming system as claimed in claim 20, wherein the award controller is further adapted to make an award to a player of the game.
 29. Computer program code for execution on a gaming system, the computer program code comprising: a) a routine for generating a game outcome comprising a set plurality of symbols; b) a routine for displaying the game outcome; c) a routine for identifying the number of instances of one or more specified symbols occurring in the set of symbols; d) a routine for incrementing a cumulative count value in memory of the gaming system for each specified symbol based on instances of the specified symbols in the set of symbols; repeated executing routines a to d until an evaluation condition is met and thereafter evaluating the cumulative count value for each of the one or more specified symbols to determine any award payable.
 30. A tangible computer readable medium comprising computer program code for execution on a gaming system, the computer program code comprising; a) a routine for generating a game outcome comprising a set plurality of symbols; b) a routine for displaying the game outcome; c) a routine for identifying the number of instances of one or more specified symbols occurring in the set of symbols; d) a routine for incrementing a cumulative count value in memory of the gaming system for each specified symbol based on instances of the specified symbols in the set of symbols; repeated executing routines a to d until an evaluation condition is met and thereafter evaluating the cumulative count value for each of the one or more specified symbols to determine any award payable. 